GetComponentsFromNodeIndex
0x000bce40 · 66 bytes · __cdecl
_Z26GetComponentsFromNodeIndexiPiS_
Decompiled
undefined (3 params)
/* GetComponentsFromNodeIndex(int, int*, int*) */
void GetComponentsFromNodeIndex(int param_1,int *param_2,int *param_3)
{
byte bVar1;
byte bVar2;
bVar2 = 0;
*param_2 = 0;
*param_3 = 0;
for (; param_1 != 0; param_1 = param_1 >> 2) {
*param_2 = *param_2 | (param_1 & 1U) << (bVar2 & 0x1f);
bVar1 = bVar2 & 0x1f;
bVar2 = bVar2 + 1;
*param_3 = *param_3 | (param_1 >> 1 & 1U) << bVar1;
}
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)
Just a Signatures{} block, ready to drop into a gamedata
file. Wire it up in your plugin however you like - SDKCall, DHooks,
raw memory ops, or anything else.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.